Ejemplo n.º 1
0
/** Adds the server
  * 
  * This method uses the dialog's informations with CurlServerAdd to
  * submit an administration form to add the server. It is called by
  * the onOkClicked callback is the controls found no error.
  *
  */
void RainbruRPG::Gui::AddServer::addServer(){
  std::string name(tfServerName->getText().text());
  std::string uniqueName(tfServerUniqueName->getText().text());
  std::string type=StringConv::getSingleton()
    .itos(cbServerType->getCurrentItem()+1);
  std::string ip  (tfServerIp->getText().text());
  std::string port(tfServerPort->getText().text());
  std::string ftp (tfServerFtp->getText().text());
  std::string cli (tfServerCli->getText().text());
  std::string desc(txtDesc->getText().text());
  std::string tech(txtTech->getText().text());
  LOGI("Setting posted data :");

  LOGCATS("Server name : '");
  LOGCATS(name.c_str());
  LOGCATS("'");
  LOGCAT();

  LOGCATS("Server IP : '");
  LOGCATS(ip.c_str());
  LOGCATS("'");
  LOGCAT();

  LOGCATS("Server port : '");
  LOGCATS(port.c_str());
  LOGCATS("'");
  LOGCAT();

  LOGCATS("Server maxClients : '");
  LOGCATS(cli.c_str());
  LOGCATS("'");
  LOGCAT();

  CurlServerAdd csa;
  csa.setName(name);
  csa.setUniqueName(uniqueName);
  csa.setType(type);
  csa.setIpAddress(ip);
  csa.setPort(port);
  csa.setFtpPort(ftp);
  csa.setMaxClients(cli);
  csa.setDescription( desc);
  csa.setTechNote( tech);
  //  csa.setPostedData("technote", tech);
  bool per=csa.perform();

  if (per){
    LOGI("The form was correctly posted");
  }
  else{
    HttpResponse hr;
    long resp=csa.getServerResponse();
    const char* mes=hr.getMessage(resp);
    LOGCATS("HTTP rsponse :");
    LOGCATS(mes);
  }
}
MErrorInfo* CErrorInfoImpl::CreateCopyL() const
{
	auto_ptr<HBufC> user(iUserMessage ? iUserMessage->Des().AllocL() : 0);
	auto_ptr<HBufC> tech(iTechMessage ? iTechMessage->Des().AllocL() : 0);
	auto_ptr<HBufC> stack(iCallStack ? iCallStack->Des().AllocL() : 0);
	refcounted_ptr<MErrorInfo> inner( iInnerError ? iInnerError->CreateCopyL() : 0);
	refcounted_ptr<MErrorInfo> next( iNextError ? iNextError->CreateCopyL() : 0);

	MErrorInfo* ret=CErrorInfo::NewL(iErrorCode, user.get(),
		tech.get(), stack.get(), 
		iErrorType, iSeverity, inner.get());

	user.release();
	tech.release();
	stack.release();
	inner.release();
	next.release();

	return ret;
}
Ejemplo n.º 3
0
bool gltfWriter::WriteShaders () {
	//web::json::value buffer =web::json::value::object () ;
	//FbxString filename =FbxPathUtils::GetFileName (utility::conversions::to_utf8string (_fileName).c_str (), false) ;
	//buffer [U("name")] =web::json::value::string (utility::conversions::to_string_t (filename.Buffer ())) ;

	//buffer [U("uri")] =web::json::value::string (utility::conversions::to_string_t ((filename + ".bin").Buffer ())) ;
	//// The Buffer file should be fully completed by now.
	//if ( GetIOSettings ()->GetBoolProp (IOSN_FBX_GLTF_EMBEDMEDIA, false) ) {
	//	// data:[<mime type>][;charset=<charset>][;base64],<encoded data>
	//	buffer [U("uri")] =web::json::value::string (IOglTF::dataURI (_bin)) ;
	//}

	//if ( _writeDefaults )
	//	buffer [U("type")] =web::json::value::string (U("arraybuffer")) ; ; // default is arraybuffer
	//buffer [U("byteLength")] =web::json::value::number ((int)_bin.tellg ()) ;

	//_json [U("buffers")] [utility::conversions::to_string_t (filename.Buffer ())] =buffer ;

	//web::json::value techs =_json [U("techniques")] ;
	//for ( auto iter =techs.as_object ().begin () ; iter != techs.as_object ().end () ; iter++ ) {
	//	glslTech test (iter->second) ;

	//	ucout << test.vertexShader ().source ()
	//		<< std::endl ;
	//}


	web::json::value materials =_json [U("materials")] ;
	for ( auto iter =materials.as_object ().begin () ; iter != materials.as_object ().end () ; iter++ ) {
		utility::string_t name =iter->first ;
		utility::string_t techniqueName =iter->second [U("technique")].as_string () ;
		glslTech tech (
			_json [U("techniques")] [techniqueName],
			iter->second [U("values")],
			_json
		) ;

		utility::string_t programName =_json [U("techniques")] [techniqueName] [U("program")].as_string () ;
		utility::string_t vsName =_json [U("programs")] [programName] [U("vertexShader")].as_string () ;
		utility::string_t fsName =_json [U("programs")] [programName] [U("fragmentShader")].as_string () ;
		
		if ( GetIOSettings ()->GetBoolProp (IOSN_FBX_GLTF_EMBEDMEDIA, false) ) {
			// data:[<mime type>][;charset=<charset>][;base64],<encoded data>
			_json [U("shaders")] [vsName] [U("uri")] =web::json::value::string (IOglTF::dataURI (tech.vertexShader ().source ())) ;
			_json [U("shaders")] [fsName] [U("uri")] =web::json::value::string (IOglTF::dataURI (tech.fragmentShader ().source ())) ;
		} else {
			FbxString gltfFilename (utility::conversions::to_utf8string (_fileName).c_str ()) ;
			utility::string_t vsFilename =_json [U("shaders")] [vsName] [U("uri")].as_string () ;
			{
				FbxString shaderFilename (utility::conversions::to_utf8string (vsFilename).c_str ()) ;
#if defined(_WIN32) || defined(_WIN64)
				shaderFilename =FbxPathUtils::GetFolderName (gltfFilename) + "\\" + shaderFilename ;
#else
				shaderFilename =FbxPathUtils::GetFolderName (fileName) + "/" + shaderFilename ;
#endif
				std::wfstream shaderFile (shaderFilename, std::ios::out | std::ofstream::binary) ;
				//_bin.seekg (0, std::ios_base::beg) ;
				shaderFile.write (tech.vertexShader ().source ().c_str (), tech.vertexShader ().source ().length ()) ;
				shaderFile.close () ;
			}
			utility::string_t fsFileame =_json [U("shaders")] [fsName] [U("uri")].as_string () ;
			{
				FbxString shaderFilename (utility::conversions::to_utf8string (fsFileame).c_str ()) ;
#if defined(_WIN32) || defined(_WIN64)
				shaderFilename =FbxPathUtils::GetFolderName (gltfFilename) + "\\" + shaderFilename ;
#else
				shaderFilename =FbxPathUtils::GetFolderName (fileName) + "/" + shaderFilename ;
#endif
				std::wfstream shaderFile (shaderFilename, std::ios::out | std::ofstream::binary) ;
				//_bin.seekg (0, std::ios_base::beg) ;
				shaderFile.write (tech.fragmentShader ().source ().c_str (), tech.fragmentShader ().source ().length ()) ;
				shaderFile.close () ;
			}
		}
	}
	return (true) ;
}